Classic Fallout weapons, work in progress

Lexx

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So, yeah... like in the title. I am searching for someone who is very good in creating textures and fitting them on 3D modells. I personally could do this too but my skills in creating a very good looking texture is not very good...

So.. to prevent more questions, I need someone who can help me with this:




I recreated the Fallout 1/2 flamethrower "Flambe 450, type Vermiter".

7-Bild3.png


I needed to change some stuff... because of the Fallout 3 big weapons animation, I needed to add a new holder and change the back of the gun. It would be important for me (and I bet others too), that the texture will be as most like the original flamethrower from Fo1/2 as possible.

So, I really would love to see it finished but like I wrote above, I need someone who can create the texture for me. If someone wants to help me, I can send the 3D modell and the rest of the stuff, as far as I have finished it.


/Edit: Damn, created this topic in the wrong forum... would be cool if some moderator could move it into "Fallout 3 modding".
 
Oh.

My.

Fucking.

God.

Lexx, why don't you just post the UV map here, so that people can create the texture and you can pick the best?
 
:)

The modell has no good UV map yet- This is also a smaller problem for me. I just added the old flamer texture without any changes, so that I can see the modell ingame.
 
I would take a bash at it but I'm allergic to UVmapping... I have a note from the doctor and everything.

I could try though if no one else takes up your offer. It is a damn fine flamer.
 
Lexx this flame-thrower looks damn f... sweet
Its the best recreated weapon iv seen for now

Can you also change the backpack of flame-thrower so it wont look like alien communication device ?
 
Saw this posted on the beth forums, if you want PM the file and I can spend the day applying materials to the model and render a UV map with the materials applied to it.

I work in 3ds max 8, what program was this made in?
 
It is made with 3ds max 6. I am proud to have a very old licence for it, heh.

I can send you the modell this evening (I am at work at the moment.. for approx the next 9 hours), then you can test around with it. :)


I would take a bash at it but I'm allergic to UVmapping... I have a note from the doctor and everything.

Yeh, me too.

Can you also change the backpack of flame-thrower so it wont look like alien communication device ?

I don't know in what I could change it. But I have planed to make two versions: one with and one without backpack.
 
Lexx said:
It is made with 3ds max 6. I am proud to have a very old licence for it, heh.

Excellent then I will keep an eye on this topic for its arrival. I know what ya mean about having an old license, I started with 6 (bought and paid for with student loans) :D at that time it was just released and was around 3k :shock: but it was needed for school so hey. Then I upgraded the product a year ago which cost me around $350 with license transfer. It was used from an authorized reseller, so I couldn’t pass that up; I bet in about 6 months I’ll upgrade again to 9.

It helps not having a girlfriend or a family or a life when paying for toys :D
 
Heh I got Max 8 and 9 and 2009.
We tend to share copies in our class because only a few of us can afford it. :P

Hmm the backpack is tricky though I guess you don't actually need one as the flamer is refuled from the canisters. Maybe a bag of canisters or something?
 
Hey Lex is this the original model? The reason I ask is that smoothing groups have been applied already which uses material IDs and can make it difficult in selecting proper material IDs to apply a multisub object material to it. If this is the only model, then I can work with it, but it will take a little more time to eliminate the already applied material ID#s and assign new ones for the multisub object material to apply correctly.

Unless you know a fast way to eliminate the already applied material IDs?

Here is what I'm running in to, the red areas is material ID 1 which the rust texture should fit on the end of the barrel, but instead because of the already applied material IDs, the texture attaches to all the red areas..:

http://a.imagehost.org/view/0992/problem
 
Hmm, damn. This could have been because I played a bit with own textures. I don't have a version without material IDs because I saved over it. Sorry. :/
 
lol I was afraid of that. Umm I’m sorry man this will take me way more time than I have free at the moment to fix, when I apply a new material ID to a selection of the mesh it reverts back to the default material ID assignments, I can’t figure out why its doing that, but selecting “element” as the editable mesh sub object allows me to select pieces of the mesh, which is very helpful, instead of selecting faces.

Here is what I do to apply materials and/or textures to my models.

1) I select portions of the mesh I want and assign a material ID number to it.

2) After I have my material ID selections I then make a multi/sub object material and place bitmaps, diffuse colors and such to each corresponding materials and apply them to the mesh.

3) Apply an Unwrap UV modifier to the mesh and tweak around with its settings, flatten mapping or whatever I need to make the textures align properly.

4) Once that is all done I then make a “render to texture” render using the completed maps and materials applied to the mesh. Do a search in max under Help->User Reference for Render to Texture and you will see what I mean. Version 6 should have that function.

Once the render to texture is complete it will render the entire gun with all of the materials and textures applied to it as a texture map, which is something similar to what Bethesda has for its DDS textures.
 
Hmm. Did you tried this? I made a fast google-search but it is hard to find good stuff relating to this.


/Edit: Also I started working on the next thing... :)




I have no clue if the bullpup-design will work in Fallout 3, but I totally need this gun.
 
lol I also did a Google search for removing material ID and came across that site, unfortunately all that does is erase the materials applied to the mesh and not the material IDs. I don't think Max can do this, once the material IDs are applied to the mesh, they can only be reassigned, which I’m having a problem with. I did think about just assigning new material IDs starting with the latest unused number and see if that works, I just hope FO3 or NIF Scope doesn’t take a shit on us with so many material assignments.

Hell yea bud a real combat shotgun :D I like it, no I love it :D Don't texture it or export it, once your finished let me a have a crack at it, so long as there are no material IDs assigned to it that is?

bullpup-design
Depends if it’s animated, if it is it might work, but without new animations it can be rather difficult and odd looking.
 
Yeah, I will not texture it in any way. :lol:

About the animations... I have no clue. I already saw a P90 and G11 on Fallout3Nexus, so it should be possible to make new animations. But at the moment, my skill on this is 0%. :)
 
They didn't include any new animations; in fact the only person that I know of in the FO world to create new animations is VeliV from Project Valhalla:

http://www.bethsoft.com/bgsforums/index.php?showtopic=938165&hl=animation

I wasn't able to get it to work, due to my lack of skills in FO3Edit.

:edit:

OMG I'm such an idiot, it was staring me in the face, ok all I need to do is select each piece with element and assign each peice an ID number in the editable mesh and the materials respond accordingly :D We might be back on track.
 
Nice to hear. :)

I also worked a bit more on the Combat Shotgun yesterday. But I have a question to people who maybe know a bit more about weapons than me... It is because of this:



It seems like it doesn't make much sense on this position. Should it stay there or should I remove it? Or other ideas?

For the magazine I took a look at the FAMAS magazine because I thought it looks identically..
 
On the original screen barrel looks a bit larger
But damn man this still looks sweet greate job :D
 
Public Render of the Flambe 450 textured:

Render_1.jpg


I believe it still needs a little more detail, but from what we have to work with, it’s not bad if I do say so myself.

@Lexx, I have no idea what that side detail is on the base, I can make out a lil bit of a plate, but I'm not to sure.
 
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